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Subject: Buggy check extensions, back to square one =(.

Author: Albert Bertilsson

Date: 09:17:23 03/20/03


Hi everybody!

For those of you with a good memory you probably saw my posts about WAC, and
that I implemented check extensions and got a really nice improvement.

After playing some 150 games with about 10 lockups I also know that my
extensions aren't bug free =(.

In my stupidity I thought that all that needs to be done to get extensions work
is to add this:

First in Alpha-Beta:
if (CurrentPly >= MAXPLY) return Eval();

To avoid the possibility to extend and search forever.

And just before call AB again:

Loop through moves
{
...
depth_inc = 0;
if (InCheck()) depth_inc++;
res = AlphaBeta(depth - 1 + depth_inc, -beta, -alpha);
...
}

Am I missing something important here, because I've tried all the basic
debugging such checking for buffer overflows etc.

If it is of any help, I also tried NullMove pruning, also causing hang ups but
much more frequently (every fith position I tried).

/Regards Albert



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